q2wf-portable/w_sentrykiller.c

221 lines
5.8 KiB
C
Raw Permalink Normal View History

#include "g_local.h"
/*
=========================
Sentry Killer Rocket
=========================
*/
// WF & CCH: New think function for homing missiles
void sentryhoming_think (edict_t *ent)
{
edict_t *target = NULL;
edict_t *blip = NULL;
vec3_t targetdir, blipdir;
vec_t speed;
//gi.dprintf("Sentry Killer Think\n");
while ((blip = findradius(blip, ent->s.origin, 1500)) != NULL)
{
//The only non-client to track is sentry guns
if ((strcmp(blip->classname, "SentryGun") != 0))
continue;
if (blip == ent->owner)
continue;
//dont aim at same team unless friendly fire is on
if ((blip->wf_team == ent->wf_team) && (((int)wfflags->value & WF_ALLOW_FRIENDLY_FIRE)==0))
//if (blip->wf_team == ent->wf_team)
continue;
if (!blip->takedamage)
continue;
if (blip->health <= 0)
continue;
if (!visible(ent, blip))
continue;
VectorSubtract(blip->s.origin, ent->s.origin, blipdir);
blipdir[2] += 16;
if ((target == NULL) || (VectorLength(blipdir) < VectorLength(targetdir)))
{
target = blip;
VectorCopy(blipdir, targetdir);
}
}
if (target != NULL)
{
// target acquired, nudge our direction toward it
VectorNormalize(targetdir);
VectorScale(targetdir, 0.2, targetdir);
VectorAdd(targetdir, ent->movedir, targetdir);
VectorNormalize(targetdir);
VectorCopy(targetdir, ent->movedir);
vectoangles(targetdir, ent->s.angles);
speed = VectorLength(ent->velocity);
VectorScale(targetdir, speed, ent->velocity);
//is this the first time we locked in? sound warning for the target
if (ent->homing_lock == 0)
{
gi.sound (target, CHAN_AUTO, gi.soundindex ("homelock.wav"), 1, ATTN_NORM, 0);
ent->homing_lock = 1;
}
}
ent->nextthink = level.time + .1;
ent->think = sentryhoming_think;
}
void sentryrocket_touch (edict_t *ent, edict_t *other, cplane_t *plane, csurface_t *surf)
{
vec3_t origin;
int n;
if (other == ent->owner)
return;
if (surf && (surf->flags & SURF_SKY))
{
G_FreeEdict (ent);
return;
}
if (ent->owner->client)
PlayerNoise(ent->owner, ent->s.origin, PNOISE_IMPACT);
// calculate position for the explosion entity
VectorMA (ent->s.origin, -0.02, ent->velocity, origin);
if (other->takedamage)
{
T_Damage (other, ent, ent->owner, ent->velocity, ent->s.origin, plane->normal, ent->dmg, 0, 0, MOD_ROCKET);
}
else
{
// don't throw any debris in net games
if (!deathmatch->value && !coop->value)
{
if ((surf) && !(surf->flags & (SURF_WARP|SURF_TRANS33|SURF_TRANS66|SURF_FLOWING)))
{
n = rand() % 5;
while(n--)
ThrowDebris (ent, "models/objects/debris2/tris.md2", 2, ent->s.origin);
}
}
}
T_RadiusDamage(ent, ent->owner, ent->radius_dmg, other, ent->dmg_radius, MOD_R_SPLASH);
gi.WriteByte (svc_temp_entity);
if (ent->waterlevel)
gi.WriteByte (TE_ROCKET_EXPLOSION_WATER);
else
gi.WriteByte (TE_ROCKET_EXPLOSION);
gi.WritePosition (origin);
gi.multicast (ent->s.origin, MULTICAST_PHS);
G_FreeEdict (ent);
}
void fire_sentryrocket (edict_t *self, vec3_t start, vec3_t dir, int damage, int speed, float damage_radius, int radius_damage)
{
edict_t *rocket;
rocket = G_Spawn();
VectorCopy (start, rocket->s.origin);
VectorCopy (dir, rocket->movedir);
vectoangles (dir, rocket->s.angles);
VectorScale (dir, speed, rocket->velocity);
rocket->movetype = MOVETYPE_FLYMISSILE;
rocket->clipmask = MASK_SHOT;
rocket->solid = SOLID_BBOX;
rocket->s.effects |= EF_ROCKET;
VectorClear (rocket->mins);
VectorClear (rocket->maxs);
rocket->s.modelindex = gi.modelindex ("models/objects/bomb/tris.md2");
rocket->owner = self;
rocket->touch = sentryrocket_touch;
//WF & CCH - Add homing lock status
rocket->homing_lock = 0;
//Set the team of the rocket
rocket->wf_team = self->wf_team;
rocket->dmg = damage;
rocket->radius_dmg = radius_damage;
rocket->dmg_radius = damage_radius;
// See if this is a player and if they have homing on
rocket->die = Rocket_Die;
rocket->health = 10;
// CCH: a few more attributes to let the rocket 'die'
VectorSet(rocket->mins, -10, -3, 0);
VectorSet(rocket->maxs, 10, 3, 6);
rocket->mass = 10;
rocket->nextthink = level.time + .1;
rocket->think = sentryhoming_think;
//reduce damage of homing rockets to 1/2 of normal rocket
rocket->dmg = damage;
rocket->s.sound = gi.soundindex ("weapons/rockfly.wav");
rocket->classname = "rocket";
if (self->client)
check_dodge (self, rocket->s.origin, dir, speed);
gi.linkentity (rocket);
}
void Weapon_SentryRocketLauncher_Fire (edict_t *ent)
{
vec3_t offset, start;
vec3_t forward, right;
int damage;
float damage_radius;
int radius_damage;
damage = wf_game.weapon_damage[WEAPON_SENTRYKILLER]; //was 150 G.R.
radius_damage = 100; //was 120 G.R.
damage_radius = 35;
if (is_quad)
{
damage *= 4;
radius_damage *= 4;
}
AngleVectors (ent->client->v_angle, forward, right, NULL);
VectorScale (forward, -2, ent->client->kick_origin);
ent->client->kick_angles[0] = -1;
VectorSet(offset, 8, 8, ent->viewheight-8);
P_ProjectSource (ent->client, ent->s.origin, offset, forward, right, start);
//WF - increase speed of rocket
// fire_rocket (ent, start, forward, damage, 650, damage_radius, radius_damage);
fire_sentryrocket (ent, start, forward, damage, wf_game.weapon_speed[WEAPON_SENTRYKILLER] , damage_radius, radius_damage);
// send muzzle flash
gi.WriteByte (svc_muzzleflash);
gi.WriteShort (ent-g_edicts);
gi.WriteByte (MZ_ROCKET | is_silenced);
gi.multicast (ent->s.origin, MULTICAST_PVS);
ent->client->ps.gunframe++;
PlayerNoise(ent, start, PNOISE_WEAPON);
if (! ( (int)dmflags->value & DF_INFINITE_AMMO ) )
ent->client->pers.inventory[ent->client->ammo_index]-= 10;
}
void Weapon_SentryRocketLauncher (edict_t *ent)
{
static int pause_frames[] = {25, 33, 42, 50, 0};
static int fire_frames[] = {5, 0};
Weapon_Generic (ent, 4, 12, 50, 54, pause_frames, fire_frames, Weapon_SentryRocketLauncher_Fire);
}